@meddler and design team, thoughts on Gragas. And my personal changes to make his kit better!

infinyx·12/12/2015, 9:18:52 PM·1 votes·731 views

Right now Gragas does not feel enjoyable at all and his kit, unless you are in a coordinated ranked team, feels almost sub par. Currently sporting a winrate of 44.5% percent (the day this goes up he will be the second lowest winrate outside of nidalee), which has not been better since before the major 5.22 patch went live. His kit has so many barriers that make him weak. Ever since his rework back in 4.5 he has received nothing but nerfs to his kit which has resulted in a champion which i don't believe even fits riot's intent. If you ever watch him played in LCS he has become a champion that is nothing but a fat tank that uses his flash and ult to let the team kill someone (sounds familiar) Annie . His kit at this point honestly lacks uniqueness, and as having played gragas for a long time I have made a list of changes I feel would make him more unique and enjoyable, these changes use his concept of a drunken brawler and combines his former ap mage self and his current displacement tank self. **Passive: Happy Hour ** Honestly I feel like his passive complements him very well as a champion, I see no reason to change it.

[Q Barrel Roll]

Base damage Increased from 80/120/160/200/240 to 80/130/180/230/280. Ap ratio increased from 60% ap to 70% ap. (so .1 increase.) Slow decreased from 40/45/50/55/60% to 25/30/35/40/45% Range increased from 850 to 1150 (same as ult) _Damage increase and slow duration increase from fermentation over 2 seconds reduced from up to 150% to 130% _ NO LONGER DEALS REDUCED DAMAGE TO MINIONS

Reasons for these changes: I feel like these changes would reduce the overall factor of Gragas being just a cc tank in the jungle, there are plenty of those. These changes are designed so gragas is not only limited to the jungle now but also can be a laner, but the main thing is that now gragas does not rely on his team to deal all the damage, now instead of just being a nautilus 2.0 he can dish out some himself while still maintaining a bit of cc.

[W Drunken Rage]

Damage reduction reduced from 10/12/14/16/18% to 10% at all ranks. Time for damage reduction increased from 2.5 seconds to 5 seconds. However it is removed if he uses his empowered attack. _FLAT Bonus Magic Damage on hit changed to bonus attack damage (The damage based on max health and ap scaling remains magic damage) _ The attack stops channels similar to viktor's ult Reasons for these changes: The damage reduction change allows the ability to be used in the early game for defensive purposes as well as offensive purposes, making it more of a unique hybrid ability. Changing the flat damage from magic to physical makes the ability feel more like an actual brawler attack than some kind of barrel slam ability.

[E Body slam]

Range increased from 600 to 700 Charge speed reduced from 900 to 750 NEW: Charge speed increases based on bonus movement speed, up to 900 When Gragas collides with a target, the collision radius is now in an aoe around him instead of a small area in front of him similar to his original body slam _Stun duration reduced from 1 second to .5 seconds _ No longer knocks people back. However the first target collided with is knocked back instead of stunned. No damage changes

Reasons for this change: This change makes the body slam more practical, now the charge speed increases based on how fast he actually is. The range increase and collision changes are to help gragas be the "mass displacement fighter mage" he is intended to be. Now he can get further into a fight. But the real difference is that now the aoe is increased while the stun is reduced. This helps his theme of team displacement in forms of aoe.

[R Explosive Cask]

Ap ratio increased from 70% to 85% _If gragas throws the ult within a range of 300 (or 400, subject to change) of himself the knockback is halved (The actual radius of the ult remains the same) _ Massively increased visuals and more affecting noise

Reasons for this change: Gragas's ult is awesome, but it isn't used like it should anymore. Right now all gragas is doing in terms of his ult is just catching that one person off guard and throwing them into his team when he flashes in to stun them. Now don't get me wrong it is perfectly fine being used that way, but when it is the ONLY way it is being used there is a problem. with this change now you have to think more carefully of when you have to use it instead of blindly playing a fat version of annie. The ratio increase helps him in terms of damage if you want to build him slight ap. The visual increase is to help make his ult feel like the massive EXPLOSION it should feel like, further helping my point earlier of how it should feel and play like a massive teamfight grenade that displaces everyone.

OVERALL THOUGHTS My overall opinion on these changes would be to make gragas be played more ways than one. Gragas can now be played as a hybrid damage and tank or full damage instead of JUST playing tank. Gragas now would be able to dish out his own damage instead of relying on cc'ing people and waiting for his team to do the rest of the work. Gragas would also be able to provide more aoe ministuns and displace people better. Plenty of gragas mains as well as people that play him on the regular basis I believe would each of something to complement and enjoy from this change. My only concern about this being implemented are the plethora of adc and squishy mage mains who would complain about how they dont want damage gragas back, when in reality this isnt trying to bring that sniper gragas back.

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